This fixes
dEQP-VK.spirv_assembly.instruction.graphics.16bit_storage.input_output_*
Found with RADV_DEBUG=checkir
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It will be used for stream output but for now only declares it
if VS and if the PrimitiveID needs to be exported.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
ac_nir_context is initialized after the driver emits the NGG GS
prologue so it's likely to crash.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is invalid and this fixes a crash in LLVM.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes dEQP-VK.clipping.user_defined.clip_distance.*geom*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes dEQP-VK.multiview.*geometry*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In emit_vertex we optimize storage if the output mask does not
have all bits set. Do the same in the epilogue so the indices
actually match up.
Fixes dEQP-VK.geometry.input.basic_primitive.points because it
outputs PSIZE with an output mask of 1, which cause the generic
attribute for the color to be loaded from the wrong indices.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
It will help for GS as NGG on GFX10.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For selecting a different SQ_EXP_POS target.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When they are exported to the next stage.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Now that the output usage mask is set to 0x1 the LayerID is
correctly exported in the loop above.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This reverts commit 63e0675d98.
The GS is merged with the preceding shader and since the preceding
shader will have as_ngg set the final binary will have is_ngg set.
So we do not need the gs key here.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
We have to add a few lowering to deal with things that used to be dealt
with inline when creating inputs. We also move the code that fills out
the radv_shader_variant_info struct for linking purposes to
radv_shader.c, as it's no longer tied to the NIR->LLVM lowering.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
load_fragcoord is already handled in common code for radeonsi, so we
don't need to do anything to handle it. However, there were some passes
creating NIR with the varying, so we switch them over to the sysval. In
the case of nir_lower_input_attachments which is used by both radv and
anv, we add handling for both until intel switches to using a sysval.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In merged shaders we put a big if around each shader, so both stages
can have a different number of threads. However, the NGG output code
still needs to run if the first shader is not executed.
This can happen when there are more gs threads than vs/es threads, or
when there are 0 es/vs threads (why? no clue).
Fixes: ee21bd7440 "radv/gfx10: implement NGG support (VS only)"
Reviewed-by: Dave Airlie <airlied@redhat.com>
This needs to be cleaned up a bit, and it probably contains
missing stuff and/or bugs.
This doesn't fix the "half of the triangles" issue.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Streamout is completely different on GFX10.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This simplifies a bunch of stuff by
(1) Keeping all the things in a single allocation, making things easier
for the cache.
(2) creating a shader_variant creation helper.
This is immediately put to use by creating rtld shader binaries. This
is the main reason for the binaries, as we need to do the linking at
upload time, i.e. post caching. We do not enable rtld yet.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Just a cleanup, it shouldn't change anything.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The only exception is the GS copy shader which emits them
unconditionally.
Totals from affected shaders:
SGPRS: 71320 -> 71008 (-0.44 %)
VGPRS: 54372 -> 54240 (-0.24 %)
Code Size: 2952628 -> 2941368 (-0.38 %) bytes
Max Waves: 9689 -> 9723 (0.35 %)
This helps Dota2, Doom, GTAV and Hitman 2.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
inaccessiblememonly means that it doesn't modify memory accesible via
normal LLVM pointers. This lets LLVM's dead store elimination, memcpy
forwarding, etc. ignore functions with this attribute. We don't
represent descriptors as pointers, so this property is always true of
buffer and image stores. There are plans to represent descriptors via
pointers, but this just means that now nothing is inaccessiblememonly,
as LLVM will then understand loads/stores via its usual alias analysis.
Radeonsi was mistakenly only setting it if the driver could prove that
there were no reads, and then it was cargo-culted into ac_llvm_build
and ac_llvm_to_nir. Rip it out of everything.
statistics with nir enabled:
Totals from affected shaders:
SGPRS: 152 -> 152 (0.00 %)
VGPRS: 128 -> 132 (3.12 %)
Spilled SGPRs: 0 -> 0 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 9324 -> 9244 (-0.86 %) bytes
LDS: 2 -> 2 (0.00 %) blocks
Max Waves: 17 -> 17 (0.00 %)
Wait states: 0 -> 0 (0.00 %)
The only difference was a manhattan31 shader.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
It's unsupported, only load/store format with vec3 are supported.
Fixes: 6970a9a6ca ("ac,radv: remove the vec3 restriction with LLVM 9+")"
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>